osu/osu.Game.Rulesets.Mania/UI/Column.cs

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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using OpenTK;
using OpenTK.Graphics;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.Colour;
using osu.Game.Graphics;
using osu.Game.Rulesets.Objects.Drawables;
using System;
using System.Linq;
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using osu.Framework.Input.Bindings;
using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.UI.Scrolling;
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namespace osu.Game.Rulesets.Mania.UI
{
public class Column : ScrollingPlayfield, IKeyBindingHandler<ManiaAction>, IHasAccentColour
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{
private const float key_icon_size = 10;
private const float key_icon_corner_radius = 3;
private const float key_icon_border_radius = 2;
private const float hit_target_height = 10;
private const float hit_target_bar_height = 2;
private const float column_width = 45;
private const float special_column_width = 70;
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public ManiaAction Action;
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private readonly Box background;
private readonly Container hitTargetBar;
private readonly Container keyIcon;
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internal readonly Container TopLevelContainer;
private readonly Container explosionContainer;
protected override Container<Drawable> Content => content;
private readonly Container<Drawable> content;
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private const float opacity_released = 0.1f;
private const float opacity_pressed = 0.25f;
public Column()
: base(ScrollingDirection.Up)
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{
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RelativeSizeAxes = Axes.Y;
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Width = column_width;
InternalChildren = new Drawable[]
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{
background = new Box
{
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Name = "Background",
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RelativeSizeAxes = Axes.Both,
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Alpha = opacity_released
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},
new Container
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{
Name = "Hit target + hit objects",
RelativeSizeAxes = Axes.Both,
Padding = new MarginPadding { Top = ManiaStage.HIT_TARGET_POSITION },
Children = new Drawable[]
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{
new Container
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{
Name = "Hit target",
RelativeSizeAxes = Axes.X,
Height = hit_target_height,
Children = new Drawable[]
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{
new Box
{
Name = "Background",
RelativeSizeAxes = Axes.Both,
Colour = Color4.Black
},
hitTargetBar = new Container
{
Name = "Bar",
RelativeSizeAxes = Axes.X,
Height = hit_target_bar_height,
Masking = true,
Children = new[]
{
new Box
{
RelativeSizeAxes = Axes.Both
}
}
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}
}
},
content = new Container
{
Name = "Hit objects",
RelativeSizeAxes = Axes.Both,
},
// For column lighting, we need to capture input events before the notes
new InputTarget
{
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Pressed = onPressed,
Released = onReleased
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},
explosionContainer = new Container
{
Name = "Hit explosions",
RelativeSizeAxes = Axes.Both
}
}
},
new Container
{
Name = "Key",
RelativeSizeAxes = Axes.X,
Height = ManiaStage.HIT_TARGET_POSITION,
Children = new Drawable[]
{
new Box
{
Name = "Key gradient",
RelativeSizeAxes = Axes.Both,
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Colour = ColourInfo.GradientVertical(Color4.Black, Color4.Black.Opacity(0)),
Alpha = 0.5f
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},
keyIcon = new Container
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{
Name = "Key icon",
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Size = new Vector2(key_icon_size),
Masking = true,
CornerRadius = key_icon_corner_radius,
BorderThickness = 2,
BorderColour = Color4.White, // Not true
Children = new[]
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{
new Box
{
RelativeSizeAxes = Axes.Both,
Alpha = 0,
AlwaysPresent = true
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}
}
}
}
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},
TopLevelContainer = new Container { RelativeSizeAxes = Axes.Both }
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};
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TopLevelContainer.Add(explosionContainer.CreateProxy());
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}
public override Axes RelativeSizeAxes => Axes.Y;
private bool isSpecial;
public bool IsSpecial
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{
get { return isSpecial; }
set
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{
if (isSpecial == value)
return;
isSpecial = value;
Width = isSpecial ? special_column_width : column_width;
}
}
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private Color4 accentColour;
public Color4 AccentColour
{
get { return accentColour; }
set
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{
if (accentColour == value)
return;
accentColour = value;
background.Colour = accentColour;
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hitTargetBar.EdgeEffect = new EdgeEffectParameters
{
Type = EdgeEffectType.Glow,
Radius = 5,
Colour = accentColour.Opacity(0.5f),
};
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keyIcon.EdgeEffect = new EdgeEffectParameters
{
Type = EdgeEffectType.Glow,
Radius = 5,
Colour = accentColour.Opacity(0.5f),
};
}
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}
/// <summary>
/// Adds a DrawableHitObject to this Playfield.
/// </summary>
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/// <param name="hitObject">The DrawableHitObject to add.</param>
public override void Add(DrawableHitObject hitObject)
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{
hitObject.AccentColour = AccentColour;
hitObject.OnJudgement += OnJudgement;
HitObjects.Add(hitObject);
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}
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internal void OnJudgement(DrawableHitObject judgedObject, Judgement judgement)
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{
if (!judgement.IsHit)
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return;
explosionContainer.Add(new HitExplosion(judgedObject));
}
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private bool onPressed(ManiaAction action)
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{
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if (action == Action)
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{
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background.FadeTo(opacity_pressed, 50, Easing.OutQuint);
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keyIcon.ScaleTo(1.4f, 50, Easing.OutQuint);
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}
return false;
}
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private bool onReleased(ManiaAction action)
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{
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if (action == Action)
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{
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background.FadeTo(opacity_released, 800, Easing.OutQuart);
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keyIcon.ScaleTo(1f, 400, Easing.OutQuart);
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}
return false;
}
/// <summary>
/// This is a simple container which delegates various input events that have to be captured before the notes.
/// </summary>
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private class InputTarget : Container, IKeyBindingHandler<ManiaAction>
{
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public Func<ManiaAction, bool> Pressed;
public Func<ManiaAction, bool> Released;
public InputTarget()
{
RelativeSizeAxes = Axes.Both;
AlwaysPresent = true;
Alpha = 0;
}
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public bool OnPressed(ManiaAction action) => Pressed?.Invoke(action) ?? false;
public bool OnReleased(ManiaAction action) => Released?.Invoke(action) ?? false;
}
public bool OnPressed(ManiaAction action)
{
// Play the sounds of the next hitobject
if (HitObjects.AliveObjects.Any())
{
// If there are alive hitobjects, we can abuse the fact that AliveObjects are sorted by time (see: Add())
HitObjects.AliveObjects.First().PlaySamples();
}
else
{
// If not, we do a slow search - we might want to do a BinarySearch here if this becomes problematic
// We fallback to LastOrDefault() if we're beyond the last note in the map
var hitObject = HitObjects.Objects.FirstOrDefault(h => h.HitObject.StartTime > Time.Current) ?? HitObjects.Objects.LastOrDefault();
hitObject?.PlaySamples();
}
return false;
}
public bool OnReleased(ManiaAction action) => false;
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}
}